Leave your feedback here for the U23 raid!
Leave your feedback here for the U23 raid!
Tried solo with paladin, fvs, and sorcerer. Abbot is not ready yet i suppose, because he hits with mm that do 7+7+7+7 damage or something similar, i chain lightning spell i suppose that does ~60 damage on save (never failed at one) and a blast attack like energy burst that hits from 300-800 hp. So you can time it and still be able to melee attack him, which is good since its rare to be able to dmg a boss at close range and be able to heal yourself without being perfect at that. The dd at the next phase is a nice move. Since i was solo i was getting constantly teleported back, and i thought it was a bug at first. Maybe it still is but i highly doubt it. the room can be soloed by a noncaster at 65% difficulty (0 is very easy - 100 imposible) on EN. The second roomis the same but since he keeps teleporting me back i couldn't complete it. If 1 pair of googles drops at the 1st room and only the wearer can see the tiles, im worried that it would be a 11 ppl keep fighting thrash mobs while i complete the quest. Although i completed a vary small percentage of the quest to be sure about anything. Ps i stayed fighting thrash for some time to see if i can make the room less crowded. The keep spwaning as soon as they die. I don't know if this scales when more pcs are in the quest but i feel that a timed spawn would allow some flexibility to recover since abbot is spaming encase and inferno. That is all, seems fun so far
Magical Rings are well... magical. - Gandalf
Please tell me the new raid doesn't have the same ******** puzzles...
I refuse to run Abbot for the simple reason that it is just 3 mini quests run by 12 people!
Well at least it doesn't have a ludicrous flagging mechanism (aka: still do not have a completed sigil after my second TR. Two lives worth of necro XP grinding and still missing pieces.)...
The raid is a nightmare over 200 deaths with 12 players on epic normal and still not even close to getting Vol and Abbot dead.
First there is the loading screen deaths, ie by the time you get off your loading screen your dead.
Too many undead beholders/quell.
Then there is the encasement, the inferno after inferno from abbot (that takes away all your mana) and at the same time Vol is casting some blue rings that kill you on the spot.
This raid seems to be built for WF none casters or Bladeforged paladins.
PS. no puzzles just rooms were you have to kill red named and get items for next portal.
What the poster above me said, basically.
The trash is really not a big deal, the archers can be ignored and the melees can be kited.
The beholders are the biggest PITA in the raid, by far. Don't nerf these please.
Edit: I can't stress how much the Tiles system bothers me in this quest. Please, make it more interesting, at least make them more random than they are, or block people from just swimming to the DDoors.
Last edited by Minrothad; 08-28-2014 at 09:03 PM.
Legion | Thelanis
Ran and wiped this a couple of times on EN, including getting to the endfight.
The raid isn't really a pure puzzle raid like heroic abbot is, but more of an arena homage to it.
You start with an abbot beatdown, and then he gives you one door. This leads to a room with beholders and a red-named death knight. There is a party teleport mechanic similar to the Deathwyrm end fight, where if nobody is alive in the center battle, the abbot teleports everyone back to the main arena. Kill the death knight and you get delta-phase googles.
The abbot then gets disjunction, inferno, and encase moves, and two doors appear in corners of the room over the water. The delta-phase googles show tiles which lead to those doors. Both doors lead to rooms with buffed red-named death knights and some orange-named trash. Killing the one in the back right corner portal gets you 2 ice wands, killing the one in the front left corner gets you 2 stacks of boulders. Once both are dead, Lady Vol appears.
This is as far as any of the groups I was in got - the battle in the center arena gets tougher as time goes on and when Lady Vol appears, there are quells, beholders, Abbot casting inferno, and it's total chaos. It will be tough as nails until people pick up on strategies for it.
It's fun, but as one of those people who really liked heroic abbot, I'm a bit disappointed in that it doesn't feel much like a puzzle raid. It's not a pure arena beatdown, but it's far closer to Fire on Thunder Peaks than to Temple of the Deathwyrm. I guess the upshot to the epic quiver being worse than the heroic one is that there's still incentive for people to run heroic abbot, because they are very different raids stylistically.
One possible bug? The easiest way to get to the doors in the corners is to die in the water, take a res underwater, and swim to them. This is because you don't start taking damage from the water until you surface again.
Last edited by Portalcat; 08-28-2014 at 09:09 PM.
Member of Storm Lords on Thelanis.
Portalcat (Completionist, Epic Completionist), Catwithnuke, Catwithaxe
Bug and bug! We'll investigate these, thanks.
It's the exact same spell point drain as the Heroic Abbot raid, with the same number of Spell Points removed and the same methods of avoiding it. Since the fighting platform's a bit smaller than Heroic Abbot, it's (potentially) easier to avoid than it is in Heroic.
And inferno on heroic Abbot is nasty. Total mayhem material. Back in the pre-ED times the actual abbot fight was extremely hard. Killing Abbot in a PUG was **** rare, and it was pretty much always on normal, because other difficulties were too hard. If you didn't get the puzzles in one go, it was pretty much instant recall and restart, because no way the party would survive the infernos if you needed to kill abbot twice.
Even now they are nasty. It's still a race to kill Abbot before your resources (spell absorptions) run out. Mostly the toons are so good, that this is not a problem, but if the infernos are frequent, it will make many casters dead, OOM and useless. So, in a raid that lasts longer, the inferno gets worse and worse the longer it lasts. I have no problem with the damage it does, it's meant to be a nasty effect. But SP-drain, that's just dumb.
If this is compounded with constant beholders, it makes this raid totally unfun for casters. And if no caster is really willing to run it, you have a loser of a raid. Beholders already are bad enough, but combine them with constant manadrain you will eventually probably get hit with, and you have something that is just not fun.
Leveldrain is probably the most nasty standard effect a player can get. Mummy curse, meh. Stat-drain, cast heal. Lose 10 levels and fiuu you're out of hp, mana and UMD to use greater restorations. Level drains are nasty nasty nasty. You really don't need more than the negative levels to make that raid bladeforged-only event.
I'm a disappointed that it eliminated the puzzle aspect that Accursed Ascension has. I don't want a carbon-copy, but it's not even close. Just another wild infinitely-re-spawning-trash-mob thing...except the trash mobs are beholders & quells.
Add more interest, and more time required & difficulty, and maybe even something, you know, puzzling, to the 3 d-door rooms, but, as I said in other post, tone down the infinitely re-spawning beholders/quells.
It SEEMED like it was more frequent than heroic. I'm not sure if anyone's used a stopwatch to check it.
The biggest issue was getting hit with the special attacks before we had the countermeasures for said special attacks. inferno with no ice-wands while kinda funny is a bit cruel and something I cannot see pugs ever being able to handle.
More spell point drain? Now we only need to add escorting a flimsy character to make this the worst raid in the game.
Sounds like some of his spells may not be scaling properly, we'll check that out. Thanks!
We'd be interested in hearing why you feel the Raid is built for Construct characters; other than Negative Levels and other Energy Drain-type effects (which admittedly show up often here), there shouldn't be much in their favor versus fleshy characters.
Did you find the tiles too easy, or were people just skipping them altogether?
If you're fast, you should be able to get the Wands before he starts using Inferno. The window there may need some adjustment, we'll take a look during the Lamannia Events tonight and tomorrow.
Sorry to hear that you didn't enjoy the Raid when you tried it. I'd be interested in hearing more about your experience.
Both, really.
The only reason why wearing the Goggles was useful at all was to have a safespot for healers over the blue tile before Vol spawns, and maybe to grab some boulders. The distance between the middle area and the DDoor (swimming) is just too small compared to the tiles path, it's just not worth it.
Legion | Thelanis